[ITEM]
13.04.2020

We Need To Go Deeper Wiki

16
This repository has been archived by the owner. It is now read-only.

Jul 12, 2017  We Need to Go Deeper is a 2-4-player cooperative submarine rogue-like set in a Verne-inspired undersea universe. In the game, you and your crew must embark on.

You need to know about this.
When Dynamic Code Injection is enabled on project, then 'ALL' objects will have swizzled -(id)init and -(void)dealloc methods.
Actually.. NSObject's -(id)init and -(void)dealloc methods are swizzled.This is the way how dyci works. We need this to notify objects that already exists in memory about injections.

But.. we don't need this logic in some 'Specific' classes. Reasons can be varied. Some classes simply doesn't work with swizzled methods. Using this logic in other classes can lead to big overhead.

Currently, NSObject+DYCInjection category have + (BOOL)shouldPerformRuntimeCodeInjectionOnObject:(id)instance; method that will return NO on objects that have classes with next prefixes: Rogue hearts guide.

  • _ (Some specific private classes)
  • CF - Core Foundation Classes (Filtered because it wont' work correctly with dyci)
  • CA - Core Animation Classes (Filtered to remove overhead)
  • NS - Foundation Classes (Filtered to remove overhead)
  • UI - UIKit Classes (Filtered to remove overhead)
  • Web - WebKit Classes (Filtered because of incorrect work with dyci, and to remove overhead)
Clone this wiki locally

My dear colleagues, what I have witnessed cannot be described in our finite language. What lurks beyond the deepest threshold are sights that should remain unseen. Writhing horrors, extra-dimensional geometry, and blasphemous designs no benevolent ruler would ever see fit for existence. Turn back while you can.

Deeper

The Final Biome

The 10th and final biome has arrived, and we couldn't be more excited to start getting your feedback. Full disclosure, the biome is only partially finished, but we hope to add the rest of the intended content in by the end of the month. We don't want to spoil too much, as a big part of this biome is discovering things for yourself, but here's a few things you'll likely need to know:

  • There are no safe spots to park in this biome. That means no caves, no lairs, no civilizations, zip. This is intended to be a sort of final gauntlet/challenge for your crew, so be sure you have everything you need by the end of the 4th biome.

  • The biome has no boss yet, only a placeholder while we work on the more involved encounter which will serve as the game's final boss.

  • Communication is vital. We are designing this biome to really test communication among players, so be vocal and be vigilant. This will of course mean that we may have extra problems with Bot AI in this biome, so bear with us as we bring them up to date with new mechanics.

With that, good luck and have fun, and be sure to leave us plenty of feedback on the new content!

The End is Nigh

The end of our Early Access road is scheduled to come to an end this Summer, with our full release headed for June! On that note, I figured it might be a good time to recap a few things you can expect for full release and onward:

  • The base price WILL increase for full launch. As we've stated since the beginning, the base price of We Need To Go Deeper will indeed increase once we're fully launched. So now is the time if you still want to take advantage of the game at its current price.

  • The game will still be updated! We do indeed want to keep adding content to the game post-launch for as long as is viable, and we're very serious about clamping down on any bugs/issues that happen to persist past launch. You can definitely expect at minimum a few sizable content updates in the full release's future in addition to patches and support! So keep letting us know what you'd most like to see!

  • The full soundtrack will be available FREE! While we already offer the soundtrack via our SoundCloud, many of you have been asking for a full, easily downloadable version of the soundtrack, and you will get just that on launch day!

Fixes + Changes

  • Added fail-safe to avoid saving corrupted rank data.
  • Multiple injection behavior fixed (Narwhals, etc can now again inject their noses more than just once)
  • Reduced meat boulder damage 60%
  • Reduced meat boulder falling speed 25%
  • Increased spawn wait interval for nematodes from 2 seconds to 6 seconds
  • Reduced nematode sight radius 33%
  • Added a bunch of new dialog to every civilization!

Community

::: Player of the Month :::

This month's Player of the Month has been with the WNTGD community for nearly two full years, and while they've been POTM once before in the past, we felt with their recent and frequent contributions, feedback, and extreme dedication to maintaining the We Need To Go Deeper Wiki and Forums, on top of their generally fun and playful attitude, that they truly earned the spot again. Congrats again ADcrafter, we're grateful to have you in the community!

::: Community Highlights :::

First off, a big shoutout to Wrzlprnft for his work on the new [Discord](www.discord.gg/wntgd) bot, which now sorts active players when they are in-game, and allows you to flag yourself as looking for fellow crew members! It's super convenient and displays live players in the Discord right in the roles section, so you can jump right into a crew! Thank you Wrzlprnft!

Be sure to join our Discord community if you haven't already!

www.discord.gg/wntgd

Now, we appear to have missed a few awesome art pieces last time we did one of these, so please enjoy the belated showcase of fan art!

These hand-drawn pieces by The Frog Archer capture the hidden beauty of our limb-deficient cephalopods.

Meanwhile, these animations from Sakke take a trip into Eldritch horrors.

That's all she wrote! Be sure and let us know what y'all think of the new update, and happy diving!

[/ITEM]
[/MAIN]
13.04.2020

We Need To Go Deeper Wiki

27
This repository has been archived by the owner. It is now read-only.

Jul 12, 2017  We Need to Go Deeper is a 2-4-player cooperative submarine rogue-like set in a Verne-inspired undersea universe. In the game, you and your crew must embark on.

You need to know about this.
When Dynamic Code Injection is enabled on project, then 'ALL' objects will have swizzled -(id)init and -(void)dealloc methods.
Actually.. NSObject's -(id)init and -(void)dealloc methods are swizzled.This is the way how dyci works. We need this to notify objects that already exists in memory about injections.

But.. we don't need this logic in some 'Specific' classes. Reasons can be varied. Some classes simply doesn't work with swizzled methods. Using this logic in other classes can lead to big overhead.

Currently, NSObject+DYCInjection category have + (BOOL)shouldPerformRuntimeCodeInjectionOnObject:(id)instance; method that will return NO on objects that have classes with next prefixes: Rogue hearts guide.

  • _ (Some specific private classes)
  • CF - Core Foundation Classes (Filtered because it wont' work correctly with dyci)
  • CA - Core Animation Classes (Filtered to remove overhead)
  • NS - Foundation Classes (Filtered to remove overhead)
  • UI - UIKit Classes (Filtered to remove overhead)
  • Web - WebKit Classes (Filtered because of incorrect work with dyci, and to remove overhead)
Clone this wiki locally

My dear colleagues, what I have witnessed cannot be described in our finite language. What lurks beyond the deepest threshold are sights that should remain unseen. Writhing horrors, extra-dimensional geometry, and blasphemous designs no benevolent ruler would ever see fit for existence. Turn back while you can.

Deeper

The Final Biome

The 10th and final biome has arrived, and we couldn't be more excited to start getting your feedback. Full disclosure, the biome is only partially finished, but we hope to add the rest of the intended content in by the end of the month. We don't want to spoil too much, as a big part of this biome is discovering things for yourself, but here's a few things you'll likely need to know:

  • There are no safe spots to park in this biome. That means no caves, no lairs, no civilizations, zip. This is intended to be a sort of final gauntlet/challenge for your crew, so be sure you have everything you need by the end of the 4th biome.

  • The biome has no boss yet, only a placeholder while we work on the more involved encounter which will serve as the game's final boss.

  • Communication is vital. We are designing this biome to really test communication among players, so be vocal and be vigilant. This will of course mean that we may have extra problems with Bot AI in this biome, so bear with us as we bring them up to date with new mechanics.

With that, good luck and have fun, and be sure to leave us plenty of feedback on the new content!

The End is Nigh

The end of our Early Access road is scheduled to come to an end this Summer, with our full release headed for June! On that note, I figured it might be a good time to recap a few things you can expect for full release and onward:

  • The base price WILL increase for full launch. As we've stated since the beginning, the base price of We Need To Go Deeper will indeed increase once we're fully launched. So now is the time if you still want to take advantage of the game at its current price.

  • The game will still be updated! We do indeed want to keep adding content to the game post-launch for as long as is viable, and we're very serious about clamping down on any bugs/issues that happen to persist past launch. You can definitely expect at minimum a few sizable content updates in the full release's future in addition to patches and support! So keep letting us know what you'd most like to see!

  • The full soundtrack will be available FREE! While we already offer the soundtrack via our SoundCloud, many of you have been asking for a full, easily downloadable version of the soundtrack, and you will get just that on launch day!

Fixes + Changes

  • Added fail-safe to avoid saving corrupted rank data.
  • Multiple injection behavior fixed (Narwhals, etc can now again inject their noses more than just once)
  • Reduced meat boulder damage 60%
  • Reduced meat boulder falling speed 25%
  • Increased spawn wait interval for nematodes from 2 seconds to 6 seconds
  • Reduced nematode sight radius 33%
  • Added a bunch of new dialog to every civilization!

Community

::: Player of the Month :::

This month's Player of the Month has been with the WNTGD community for nearly two full years, and while they've been POTM once before in the past, we felt with their recent and frequent contributions, feedback, and extreme dedication to maintaining the We Need To Go Deeper Wiki and Forums, on top of their generally fun and playful attitude, that they truly earned the spot again. Congrats again ADcrafter, we're grateful to have you in the community!

::: Community Highlights :::

First off, a big shoutout to Wrzlprnft for his work on the new [Discord](www.discord.gg/wntgd) bot, which now sorts active players when they are in-game, and allows you to flag yourself as looking for fellow crew members! It's super convenient and displays live players in the Discord right in the roles section, so you can jump right into a crew! Thank you Wrzlprnft!

Be sure to join our Discord community if you haven't already!

www.discord.gg/wntgd

Now, we appear to have missed a few awesome art pieces last time we did one of these, so please enjoy the belated showcase of fan art!

These hand-drawn pieces by The Frog Archer capture the hidden beauty of our limb-deficient cephalopods.

Meanwhile, these animations from Sakke take a trip into Eldritch horrors.

That's all she wrote! Be sure and let us know what y'all think of the new update, and happy diving!